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Cypher

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Posts posted by Cypher

  1. So to start this off, if yall haven't read already, VBAwol is taking a bit of a break from development as of today. He needs it, he is very undermanned when it comes to developing this mod.

    I figured Id help out in some small way.

     

    There have been a lot of great suggestion threads popping up recently but they have been all over the place and bouncing around. Some are even getting buried with all the great ideas coming in.

    In an attempt to consolidate all the suggestions and ideas into one place, I am making this thread.

    Its less about the discussion here and more of a ..well clearinghouse for the ideas.

    Over the next few days I will bring in more and more of the really great suggestions around the forums.

    IF you find one that I have missed, please say so.

     

    This isn't about us judging good or bad, the key here is a well thought out suggestion. The devs can decide which they want depending on their direction and I am sure they will take note of which we, the community, seems to take interest in.

     

    One thing of note, I don't plan to include anything related to base building here as that has its own thread. Think of this as everything BUT base building.

     

    Let's get things rolling. [Please ignore the mess at the moment, still working on gathering stuff]

     

     

    Wasteland Style Group System:

    http://dayzepoch.com/forum/index.php?/topic/563-group-system-from-wasteland/

     

    Change to Infected/Rebirth As Zombie System:

    http://dayzepoch.com/forum/index.php?/topic/731-infected-suggestions/

     

    Mass Weapon Suggestion:

    http://dayzepoch.com/forum/index.php?/topic/727-suggestion-list-weapon-additions/

     

    Cache Holes:

    http://dayzepoch.com/forum/index.php?/topic/561-please-add-hideyspidercache-holes-from-vanilla-dayz/

  2. Soo totally necroing this thread but i felt it was needed.

    It seems that a lot of these ideas you had in here Bungle youve added to your custom server pack.

    So for that reason..necro.

     

    Sorry for the bombardment, I am sure you have probably seen a lot of it this is just to gauge some discussion and appeal.

     

    Kamaz Skins

    More Skin Variants to the Kamaz (Love the sound that thing makes when driving!)

    http://www.armaholic.com/page.php?id=16118

     

    Chinook Skins

    Once again just some variants on the Chinook. Maybe not all of them but the Rust and Camo ones look pretty nice.

    http://www.armaholic.com/page.php?id=6386

    Those kamaz skins look horrid, but the chinook ones look epic.

     

    Hi Guys,

     

    Instead of creating multiple threads I will post in here some consolidated suggestions and questions I have if that's ko?

     

     

    Crafting

    I am yet to try but how many arrows do you get out of a woodpile and a razor? 

    If its 1 would it be possible to change it to 2/3? Or even a quiver if you have 2 woodpiles, metal scrap and piece of Burlap?

     

    Whats the possibility of a torch modeled like the hatchet, small flame with light radius? Woodpile and Canvas to create and once holding (Primary Slot) matches to light on fire/put out.

    Perhaps a timer on the fire set similar to the Flares. From there you can perhaps also "Drop/Deploy" Steak it into the ground.

     

    Considering Metal Scrap is a 3 Slot Item and Tank traps 1 could you "Smelt" 1x Metal Scrap for 2x Tank Traps.

     

    Traps - One of my favorite ideas would be a range of traps you can create to trigger events or just do damage. ( Not sure if even possible if you believe/code hard enough anything can be :) )

     

    Spike Traps - 2x Metal Scrap or even 6x Tin Cans (Toolkit Required) Deploy like a bear trap but instead of breaking legs just causes bleed.

    Flare Alarms - 1x M203 Flare, 1x Burlap (For the Ropes), 1x Scrap Metal (Knife and Toolkit Required) Deploy as an invisible area or even "Small Grass Cutter Building", players who walk over set off the flare..

     

    More to follow.. 

     

     

    Wrecks (Love Em!)

    I heard in the grape vine somewhere about cleaning up of wrecks producing sometimes a random vehicle part. What about if they spawned with "Dynamic" loot with chances to salvage like cars. But always yielding scrap metal in volumes depending on the size/type of the wreckage. Once all parts removed the wreck removes.

     

     

    Dayz 1.7.7

    Will you guys be looking at re-building around the new developments coming in? Or continue running in Parallel?

    I am liking the rolling change logs posted on the forums by Razor. Especially the [NEW] Sections...

     

     

    [NEW] - 2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small 2 for medium)

    Small = 8 objects slots, no weapons, no bags.

    Medium = 16 Objects 1 weapon , no bags

     

     

    [NEW] - 2 New Melee weapons.(Bat,Shovel)

    [NEW] - 2 New Bat variations used in crafting. (NailedBat,WiredBat)

     

     

     [NEW] - Crafting is now added.

    [NEW] - Attachment Crafting is the only way to upgrade weapons. (Attachments are found they need other objects to be crafted before being applied to weapons)

     

     

    Will post more in here, but now I need sleep.

     

    Cheers,

     

    Bungle

    The stashes. Personally origins has better looking ones, but yeh,..stashes.

     

    Could this be an answer to towing? I know its a little Thin for some vehicles, but maybe limit the class to only smaller vehicles, towed vehicle goes up on back. Needing maybe a toolbox and a new toolbelt item - Tow Ropes.

    Animation can be worked on some more to perhaps include a ramp later and the need to drive up onto it with tow option only available at very limited distances. 

     

    german_armed_forces_release_4_4.png

     

    http://www.armaholic.com/page.php?id=16956

     

    Whole pack actually has some other options as well if you check it out.

     

    I love vehicle towing as a lone wolf a lot of the time I can keep my "Main" vehicle and tow the ones I find.. not needing to be on foot so much.

    That made me cream.

     

    Loving it.

  3. On the server i play on, which i can confirm does NOT have BB of any version, you CAN remove the plot pole..but its destroyed in doing so.

    To test, i had an admin give me the gold (since it was for a test). Placed it down, waiting 5 minutes (just cause) then removed it. It removed successfully but did not show up in my inventory.

    I had not died or done anything. So the feature has a problem with it.

  4. The gun is hardly the issue. As there are many other vehicles natural to epoch (at least I think they are...) that have 50 cals of some variety. The DshKm is a 50cal too (its just russian).

     

    That link you shared could be very very helpful. woo.

  5. Heya.

    Soo let me be frank with you..you don't want to do what you think you want to do.

    Ill explain.

     

    The way the spawn code works is like this..

    There are a few funny code pieces.

    The first, anddd i forget what its called right now, dictates the max zombies in an area. (I think its maxlocalzombies or somesuch)

    The second dictates the number of zombies PER person.

     

    You can lag out your server if you play with this.

    Normally (in Dayz, not sure how they are set in Epoch) it is set at 40 zombies..per..player. (Not kidding). It is actually a good thing to push it lower, down to 30, for performance. Any higher and lag you will have.

    So that first number..if you crank it up..bad things..lag..lots and lots of lag.

     

    I wish i could use the proper terms, but I don't remember them atm and I don't want to go digging for em right now.

    But basically..if you increase the # of zombies per person and the max zombies in an area..you will get more zombies.

    You will also get lag spikes when they all try to spawn in at once.

     

    There is a 3rd variable..and you shouldn't mess with it.

    That is in the loot code actually, max and min roaming for a loot type. Just leave this alone.

    If you touch it, what will basically happen is a lot of zombies will spawn in one building until it hits the maxlocalzombie limit, and then the other buildings will be vacant of any zombies.

     

    There are ways to boost the zombie count but you have to do it slowly and carefully or else you will seriously break the game.

     

    As for the timer..haven't figured that one out yet, that sounds like a script thing and i dont touch scripts.

    Also..ever consider upping the difficulty? From easy to vet or whatever.

     

    Ill try to go find the code for ya, but take my warning to heart.

  6. Only keys..that are duplicates of eachother (made with the keymaker kit)..will stack.

     

    So if they are stacking in the safe or wherever, they are the same key to the same vehicle.

    Regardless of the color, a key to a different vehicle will stack on its own.

     

    I do agree that I wish there was some ability to..name a key.

    My partner and I have 4 green keys. A Kamaz, A Refueler, a GRAD (Don't ask), and an Alfa Romeo. Id love to be able to name them with at least something to give us an idea as to which they are.

  7. I think that model fires a .50BMG HB which is high ballistics which are also explosive rounds. Imagine Cherno after a convoy of these.

     

    There are a few vehicles already in Epoch that use a Browning M2 HB(Heavy Barrel) firing .50BMG. They really don't do much damage to buildings. Hell, smoke grenades do more damage to buildings (Not kidding..sadly)

    As for..explosive? Uhm..no.

    There are no such thing as explosive rounds for the .50BMG caliber. Explosive rounds only really show up when you start talking about 20mm and larger.

     

     

    • Cartridge, Caliber .50, Tracer, M1
    Tracer for observing fire, signaling, target designation, and incendiary purposes. This bullet has a red tip.
    • Cartridge, Caliber .50, Incendiary, M1
    This cartridge is used against unarmored, flammable targets. The incendiary bullet has a light blue tip.
    • Cartridge, Caliber .50, Ball, M2
    This cartridge is used against personnel and unarmored targets. This bullet has an unpainted tip.
    • Cartridge, Caliber .50, Armor-Piercing, M2
    This cartridge is used against lightly armored vehicles, protective shelters, and personnel, and can be identified by its black tip.
    • Cartridge, Caliber .50, Armor-Piercing-Incendiary, M8
    This cartridge is used, in place of the armor-piercing round, against armored, flammable targets. The bullet has a silver tip.
    • Cartridge, Caliber .50, Tracer, M10
    Tracer for observing fire, signaling, target designation, and incendiary purposes. Designed to be less intense than the M1 tracer, the M10 has an orange tip.
    • Cartridge, Caliber .50, Tracer, M17
    Tracer for observing fire, signaling, target designation, and incendiary purposes. Can be fired from the M82/M107 series of rifles.
    • Cartridge, Caliber .50, Armor-Piercing-Incendiary-Tracer, M20
    This cartridge is used, in place of the armor-piercing round, against armored, flammable targets, with a tracer element for observation purposes. This cartridge is effectively a variant of the M8 Armor-Piercing Incendiary with the added tracer element. Can be fired from the M82/M107 series of rifles. This bullet has a red tip with a ring of aluminum paint.
    • Cartridge, Caliber .50, Tracer, Headlight, M21
    Tracer for use in observing fire during air-to-air combat. Designed to be more visible, the M21 is 3 times more brilliant than the M1 tracer.
    • Cartridge, Caliber .50, Incendiary, M23
    This cartridge is used against unarmored, flammable targets. The tip of the bullet is painted blue with a light blue ring.
    • Cartridge, Caliber .50, Ball, M33
    This cartridge is used against personnel and unarmored targets. Can be fired from the M82/M107 series of rifles. This cartridge has a 355 – 360 gr (23.00 – 23.33 g) heavy metal (tungsten) penetrator that is sabot-launched at a muzzle velocity of 4,000 ft/s (1,219 m/s). The 0.30 in (7.7 mm) diameter sabot, which is designed to break up at the muzzle to release the penetrator, must also survive the gun environment until launch. It is injection molded of special high strength plastic and is reinforced with an aluminum insert in the base section. The cartridge is identified by an amber sabot (Ultem 1000). For use only in the M2 series of machine guns. This round can penetrate 19mm of steel armor at 1500 yards.[9] Like the M903, this is a Saboted Light Armor Penetrator (SLAP) round, with the only difference being that the M962 also has a tracer element for observing fire, target designation, and incendiary purposes. It uses red colored plastic sabot for identification. For use only in the M2 series of machine guns.
    • Cartridge, Caliber .50, Ball, XM1022
    A long-range match cartridge specifically designed for long range work using the M107 rifle.
    • Cartridge, Caliber .50, M1022 Long Range Sniper
    The .50 Caliber M1022 has an olive green bullet coating with no tip ID coloration. The projectile is of standard ball design. It is designed for long-range sniper training and tactical use against targets that do not require armor-piercing or incendiary effect. It exhibits superior long range accuracy and is trajectory matched to MK211 grade A. The M1022 is ideal for use in all .50 Caliber bolt action and semi-automatic sniper platforms.[10] A so-called "combined effects" cartridge, the Mk 211 Mod 0 High-Explosive-Incendiary-Armor-Piercing (HEIAP) cartridge contains a .30 caliber tungsten penetrator, zirconium powder, and Composition A explosive. It can be used in any .50 caliber weapon in US inventory with the exception of the M85 machine gun. Cartridge is identified by a green tip with a grey ring.
    • Cartridge, Caliber .50, MK257 Armor Piercing Incendiary Dim Tracer
    The .50 Caliber MK257 API-DT has a purple bullet tip. The bullet has a hardened steel core and incendiary tip. The .50 Caliber MK257 is used in machine guns M2, M3, and M85. Dim trace reduces the possibility of the weapon being located during night fire and is visible with night vision devices only.[10]
    • Cartridge, Caliber .50, Armor-Piercing-Incendiary-Tracer, Mk 300 Mod 0
    As with the Mk 211 Mod 0, but with a tracer component. This cartridge likely can be used in any .50 caliber weapon in US inventory with the exception of the M85 machine gun, as with the Mk 211 Mod 0.
    • Cartridge, Caliber .50, Armor-Piercing-Explosive-Incendiary, APEI-169, M02
    This cartridge is used against hardened targets such as bunkers, for suppressive fire against lightly armored vehicles, and ground and aerial threat suppression. It is generally fired either from pilot-aimed aircraft-mounted guns or anti-aircraft platforms both produced by FN Herstal.[11] It is identified by a gray over yellow tip.[12] A tracer variant of it also exists.

     

    Ok so I stand corrected. There is one..one type of .50BMG round that is 'explosive'. And I highly doubt any of us would ever see that.

    Also as it says there..not used by ground weapons generally.

     

    A ground based machine gun, like the Browning M2's on the MRAP, and many other vehicles, will generally fire Ball, Tracer, Armor-Piercing, and maybe even some incendiary rounds..not explosive.

     

     

     

    Anyways.

    The main issue I have with the MRAPs, and they are damn good vehicles, is that they are..(in ARMA2 terms)..in the same category as an APC or a Tank.

    Without modification, there are none of these in Epoch due to how imbalanced they would be (Im guessing as to the reason, but it would make sense).

    The Armor values in the configs for any/all APCs and Tanks basically make them immune to small arms fire. Even a .50BMG out of the M107 or AS-50 won't touch em (Not kidding).

    Which, in DayZ terms means the MRAP would be completely untouchable and it would be a god vehicle.

     

    Now on the server I play on where we have T-90's, LAV-25's, Striker MGS', and other scary stuff running around...it might have a place. But I honestly cannot see it as having a role in standard Dayz Epoch.

  8. I fully agree with what has been said here but I would like to point out one problem..

     

    Building your own toolbox..

    We are limited by the engine when it comes to toolbelt slots. With Epoch, we are already even more limited due to the nature of keys.

    Putting individual tools on there until you get them all..and could combine them into a single item toolbox would not be the best idea in my opinion.

     

    However...I would love to see the toolbox as a STORAGE medium for..tools.

    Just like how the Briefcase allows you to store multiple 10oz bars of gold, why not make the toolbox a storage device.

    If that could be done then I think more TOOLS could be added since they would have a place to be stored other than our limited toolbelt.

     

    Slightly offtopic: If we could get a working toolbox (IE: It holds tools) then we should be able to get a working keyring to hold keys. Hopefully

     

    Back to the point.

    I think the idea of a toolbox, fillled with tools, would be great. I also think that they would need to somehow set different..life expectancy's of certain tools. You will break a screwdriver before you break a crowbar, etc.

     

    I agree they went overboard with the whole tool breakage but I honestly cannot say to stop it..until a better solution is presented. As a way to protect our stuff from being torn apart by some random griefing troll..it works better than what was there before. Until we get something better..yeh.

     

    Personally I am not sure why anyone can tear down a building other than the original owner. But maybe that's just me.

  9. I think AWOL was pretty clear..Hero skin isn't a feature of Epoch. At +12K Humanity, i am running around in some Bandit skin (The one with the cowboy hat and cross-chest ammo belts) that I got off of some Bandit AI (Server i play on runs Sarge AI). He made it clear that Hero/Bandit skins (rather the forcefully being put into one) is not a part of Dayz Epoch.

    Thus, the server that you play on is the issue: they did something to turn this on. You probably should talk to them about it.

    There is little anyone here can do to help you because A)We have NO idea what was changed on whatever server you play on (We can't see the code) B)We aren't the ones that can fix it, that's the admins/owner of that server.

     

    You made it very clear what the problem was, I would suggest explaining it to them just as you did here. They might be able to help.

     

    Not trying to be a dick or be rude, promise, I am just trying to make you understand the situation. (Also you posted this in general discussion when I believe it belongs in the private server section)

  10. Honestly, if i had to choose one thing on that list...

    RH Pistol Pack with the items I mentioned.

    The reason is simple, except for the Kimber 1911 SD, no 'new' guns are really added but instead new versions of current guns are provided.

    The truth is, as I said, the current versions of the 1911, M9, and M9SD stink.

    • The M9SD's sights are simply non-functional as they are blocked by the suppressor, the M9SD in the pack fixes this 100%.
    • The original M9 doesn't have the best sights either, this pack fixes that too.
    • The original 1911 has some of the worst sights I have ever seen on a gun. The sights of the Kimber 1911 replacement are better and make the gun viable.

    People love the Revolver for its great sights because so many weapons simple have horrible sights. These three replacements fix that.

    Plus the 1911 SD is just..handy. Having only three suppressed pistols (All of which are in 9mm) is..depressing.  (Ok ok the Makarov is technically 9x18mm while the M9 and PDW are 9x19mm Parabellum, but its all 9mm in the end).

    So yeh, that would be my FIRST choice right there.

    Technically the files could be copied over and the class names changed in the loot tables and trader tables and that would be it. Current ones ('old' models) would still be there and could be easily discarded as people found the new ones. Easiest swap in history.

     

    Second, I would focus on expanding the capabilities of current weapons types. That means the L1110A1, the MP5SD6 with optic, the MP5K-PDW with optic, the M4A3 with ACOG, and the L128A1 (M1014 with Holo & Flashlight).

     

    Only third would I worry about adding 'new' new stuff like the AUG's, 416's (Really there is no difference other than a model versus the current M4s), UMPs, Kriss, Cheytacs, etc.

     

    So yeh, just want to make that known.

  11. Oo MRAP's, fun beasts.

    Im not sure why you want them INSTEAD of Humvee's but instead they should be there beside them.

    I agree that they would be rare and cost an ARM and TWO LEGS to get. They are beastly and when it comes to small arms fire, they might as well be a tank (nothing short of a .50BMG in the exact right place will stop them).

     

    Someone else suggested a vehicle before, with knowledge gained there, let us hope that these have correct damage models or they wont add them.

  12. God..Damnit...

    So after my last post, i couldn't stop thinking of code. So with that said..

    DZE at the end of the class names means DayZEpoch. Feel free to change that to whatever system you have.

     

     

    M4A1 Civilian

    class M4A1_C_DZE: M16_base {
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    dexterity = 1.8;
    displayname = "M4A1 Civilian";
    drysound[] = {"Ca\sounds\Weapons\rifles\dry", 0.00562341, 1};
    model = "\ca\weapons_E\m4a3\m4a1";
    modes[] = {"Single"};
    optics = 1;
    opticsdisableperipherialvision = 1;
    picture = "\ca\Weapons\Data\equip\w_m4_ca.paa";
    reloadmagazinesound[] = {"ca\sounds\weapons\rifles\reload-m16-3", 0.0562341, 1, 20};
    scope = 2;
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    value = 2;
    class Single: Single {
    begin1[] = {"ca\sounds\weapons\rifles\M4A_single1", 1.77828, 1, 1000};
    begin2[] = {"ca\sounds\weapons\rifles\M4A_single2", 1.77828, 1, 1000};
    dispersion = 0.00175;
    maxrange = 300;
    maxrangeprobab = 0.05;
    midrange = 150;
    midrangeprobab = 0.7;
    minrange = 2;
    minrangeprobab = 0.3;
    reloadtime = 0.09;
    soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    };
    class Library {
    libtextdesc = "The M4A1 SAO (Semi-Automatic Only) Carbine is a civilian version of the military's M4A1 Carbine. It is able to use the same ammo as its military counterparts and functions in exactly the same way despite its restriction on available fire modes.";
    };
    };
    

    M4A1 CCO Civilian

    class M4A1_Aim_C_DZE: M4A1_C_DZE {
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    displayname = "M4A1 CCO Civilian";
    distancezoommax = 100;
    distancezoommin = 100;
    model = "\ca\Weapons\M4A1_Aim";
    picture = "\CA\weapons\data\equip\w_m4aim_ca.paa";
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    class Library {
    libtextdesc = "The M4A1 SAO CCO is an upgrade to the basic civilian weapon with the addition of a Aimpoint red dot sighte";
    };
    };
    

    M16 Civilian

    class M16_C_DZE: M16_base {
    afmax = 0;
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    dexterity = 1.64;
    displayname = "M16 Civilian";
    drysound[] = {"Ca\sounds\Weapons\rifles\dry", 0.000316228, 1, 10};
    htmax = 480;
    htmin = 1;
    mfact = 1;
    mfmax = 0;
    model = "\ca\weapons_e\m16\M16A2";
    modes[] = {"Single"};
    optics = 1;
    picture = "\CA\weapons\data\equip\w_m16_ca.paa";
    reloadmagazinesound[] = {"ca\sounds\weapons\rifles\reload-m16-3", 0.0562341, 1, 20};
    scope = 2;
    tbody = 100;
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    value = 0;
    class Library {
    libtextdesc = "The Civilian M16, commonly called an AR-15, is a SAO (Semi-Auto Only) version of the classic US Military Rifle.";
    };
    };
    

    M16 ACOG Civilian

    class M16_ACG_C_DZE: m16a4 {
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    dexterity = 1.51;
    displayname = "M16 ACOG Civilian";
    distancezoommax = 100;
    distancezoommin = 100;
    model = "\ca\weapons\m16\m16a4_acg";
    modeloptics = "\ca\weapons\2Dscope_Acog_4x32";
    modes[] = {"Single"};
    opticsdisableperipherialvision = 1;
    opticsflare = 1;
    opticsppeffects[] = {"OpticsCHAbera2", "OpticsBlur2"};
    opticszoommax = 0.0623;
    opticszoommin = 0.0623;
    picture = "\CA\weapons\data\Equip\W_m16a4_acg_CA.paa";
    class Single: Single {
    maxrange = 600;
    maxrangeprobab = 0.1;
    midrange = 300;
    midrangeprobab = 0.9;
    minrange = 2;
    minrangeprobab = 0.3;
    };
    class Library {
    libtextdesc = "The Civilian M16, commonly called an AR-15, is a SAO (Semi-Auto Only) version of the classic US Military Rifle. <br/>This one is equipped with an ACOG.";
    };
    };
    

    AKM Civilian

    class AK_47_M_C_DZE: AK_BASE {
    afmax = 0;
    descriptionshort = "Assault rifle<br/>Caliber: 7.62x39mm";
    dexterity = 1.57;
    discretedistance[] = {100, 200, 300, 400, 500, 600, 700, 800};
    discretedistanceinitindex = 2;
    displayname = "AKM Civilian";
    handanim[] = {"OFP2_ManSkeleton", "\Ca\weapons\Data\Anim\AK.rtm"};
    htmax = 480;
    htmin = 1;
    magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_SA58"};
    mfact = 1;
    mfmax = 0;
    model = "\ca\weapons_e\AK\akm";
    modes[] = {"Single"};
    picture = "\ca\weapons\AK\Data\Equip\W_akm_CA.paa";
    scope = 2;
    tbody = 100;
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    weaponinfotype = "RscWeaponZeroing";
    class Single: Mode_SemiAuto {
    begin1[] = {"ca\sounds\weapons\rifles\ak_single1", 1.77828, 1, 1000};
    dispersion = 0.0018;
    maxrange = 400;
    maxrangeprobab = 0.05;
    midrange = 200;
    midrangeprobab = 0.7;
    minrange = 2;
    minrangeprobab = 0.3;
    recoil = "recoil_single_primary_5outof10";
    recoilprone = "recoil_single_primary_prone_5outof10";
    reloadtime = 0.1;
    soundbegin[] = {"begin1", 1};
    };
    class Library {
    libtextdesc = "The AKM is an upgraded version of the infamous AK-47 rifle developed in the 1950s.<br/> This version is SAO (Semi-Automatic Only) and was produced for the Civilian market.";
    };
    };
    

    Thats it for now. Hope it can be useful. All are Semi-Auto Only with unique class names while still using the standard ammo for their type.

     

     

     

    EDIT:

     

     

      I agree.

     

      Also I don't think all the changes to make civilianized m4 etc. is needed.  H&Ks in this pack are good enough.  I don't think we need more high powered rifles, snipers, SAW's etc. 

    My point about the civilianized weapons was this.

    IF they wanted to go that path than the only real way to do that without making them trivial...is to seriously reduce the spawning chance of the Military weapons.

    It really would be more understandable to find a civilianized version than a full blown military version.

    It would mean a complete change in direction for the weapon systems of Epoch but it would make it better (IMHO).

    Besides, who really uses full auto? Semi Auto + Accurate Fire is best when fighting zombies anyways. Save that ammo, go for headshots.

    Also..there's a flaw in ARMA2, you can actually click faster on semi-auto then it can fire on full auto. Just saying.

     

    As for more high powered rifles, snipers, SAWs, etc...

    90% of what i linked is none of that.

    There were 3 LMG's (Every machine gun is not a SAW..), two of which are technically ingame already and just need some tweaks to make them not cause your bag to fall to the ground.

    There was also only 1 real sniper rifle (The CheyTac).

    The M14, well its current version, is the Mark 14 Mod 0 EBR (Enhanced BATTLE RIFLE). Sure it can be accurate, but not as much as a DMR or M24 or M40 that is currently in game. Plus the M14 is already in, this just gives more options. Basically right now there are 3 Semi-Auto .308 Rifles (One being the FAL which also can fire Full Auto), the other two being the M14 and the DMR. Thats a limited amount for the variety many want.

    Then there were pistols and SMG's.

     

    I fail to see how you can basically seem to say that all listed was just a bunch of one shot kill uber sniper rifles or big machine guns when that is far from the truth.

  13. No worries on the color, sorta figured that was what happened since..theres no way to do a colored background to text on here.

     

    With those suggestions for the bloodsucker, that i could get behind.

    However id say to do something following the suggestions but..different. Maybe a new mob like a super zombie that can stealth when still?

    Basically im thinking something like Teemo from League of Legends. Stay still and you go into stealth, but you can still take damage.

    Yeh.

  14. First off....oh god why the colors? Seriously, the white text with black background is just..painful.

     

    Second...i agree with everything you suggested as for changes to how things work when you are a zombie. Dont know if it would be possible but maybe, thats for the dev's to say if its possible. If it is, yeh all of that is good.

     

    As for bloodsuckers. Those are something from Namalsk. They would need to get some sort of permission, I would think, to bring that into Epoch (Especially since Epoch is Multi-Map).

    As for a player being 'rebirthed' as an invisible entity that only becomes visible when attacking..hell no. Why? Let me just die infected, be reborn as a Bloodsucker, go run into Elektro/Cherno (Or other major cities on other maps). Im just gonna climb up to a tall roof and stand there as an invisible sentinel while I communicate positions of folks to my friends over teamspeak. Hey i can even stalk people and theyd never know, i could go see where their camp was, and maybe (once they bring them in..) follow em to their stash.

     

    There's a ton of issues with letting the player become a bloodsucker, those are just a few.

     

    Again, I love your suggestions on changes to zombie-mode in the first paragraph, but I really hope the devs ignore the bloodsucker stuff as that will just give griefing idiots more ability to be griefing idiots.

  15. Some really great suggestions.

     

    My issue with tasers is sorta odd. They are a main part of the Fusion mod and that is why I was hesitant to add them to the list, but if folks want em, coolies.

    Connor, that pack is..meh to be honest. I looked at and was not impressed.

    However, you bring up a great idea: civilian weapons.

    Here, ill explain...

     

    Here is the config entry for the M4A1 (Using it as an example).

    class M4A1: M16_base {
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    dexterity = 1.8;
    displayname = "M4A1";
    drysound[] = {"Ca\sounds\Weapons\rifles\dry", 0.00562341, 1};
    model = "\ca\weapons_E\m4a3\m4a1";
    modes[] = {"Single", "FullAuto"};
    optics = 1;
    opticsdisableperipherialvision = 1;
    picture = "\ca\Weapons\Data\equip\w_m4_ca.paa";
    reloadmagazinesound[] = {"ca\sounds\weapons\rifles\reload-m16-3", 0.0562341, 1, 20};
    scope = 2;
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    value = 2;
    class Single: Single {
    begin1[] = {"ca\sounds\weapons\rifles\M4A_single1", 1.77828, 1, 1000};
    begin2[] = {"ca\sounds\weapons\rifles\M4A_single2", 1.77828, 1, 1000};
    dispersion = 0.00175;
    maxrange = 300;
    maxrangeprobab = 0.05;
    midrange = 150;
    midrangeprobab = 0.7;
    minrange = 2;
    minrangeprobab = 0.3;
    reloadtime = 0.09;
    soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    };
    class FullAuto: FullAuto {
    begin1[] = {"ca\sounds\weapons\rifles\M4A_single1", 1.77828, 1, 1000};
    begin2[] = {"ca\sounds\weapons\rifles\M4A_single2", 1.77828, 1, 1000};
    soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    };
    class Library {
    libtextdesc = "The M4A1 Carbine is a shortened version of M16. It sports a shortened barrel and collapsible stock, making it the Special Operations weapon of choice. In contrast to the M16A2, with its 3-round burst mode, the M4A1 is capable of fully automatic fire.<br/>Thanks to the SOPMOD program the M4A1 can be modified with a variety of special accessories including optics such as the M68 Aimpoint and ACOG, an easily detachable suppressor, the M203 under barrel grenade launcher, and many others.";
    };
    };
    SIX Config Browser, 2010-2012, SIX Networks 
    

    Now, with a little editing..we can make a new weapon. Case in point..

    class M4A1_C_DZ: M16_base {
    descriptionshort = "Assault rifle <br/>Caliber: 5.56x45mm NATO";
    dexterity = 1.8;
    displayname = "M4A1 SAO";
    drysound[] = {"Ca\sounds\Weapons\rifles\dry", 0.00562341, 1};
    model = "\ca\weapons_E\m4a3\m4a1";
    modes[] = {"Single"};
    optics = 1;
    opticsdisableperipherialvision = 1;
    picture = "\ca\Weapons\Data\equip\w_m4_ca.paa";
    reloadmagazinesound[] = {"ca\sounds\weapons\rifles\reload-m16-3", 0.0562341, 1, 20};
    scope = 2;
    uipicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    value = 2;
    class Single: Single {
    begin1[] = {"ca\sounds\weapons\rifles\M4A_single1", 1.77828, 1, 1000};
    begin2[] = {"ca\sounds\weapons\rifles\M4A_single2", 1.77828, 1, 1000};
    dispersion = 0.00175;
    maxrange = 300;
    maxrangeprobab = 0.05;
    midrange = 150;
    midrangeprobab = 0.7;
    minrange = 2;
    minrangeprobab = 0.3;
    reloadtime = 0.09;
    soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    };
    class Library {
    libtextdesc = "The M4A1 Carbine is a shortened version of M16. It sports a shortened barrel and collapsible stock, making it the Special Operations weapon of choice. In contrast to the M16A2, with its 3-round burst mode, the M4A1 is capable of fully automatic fire.<br/>Thanks to the SOPMOD program the M4A1 can be modified with a variety of special accessories including optics such as the M68 Aimpoint and ACOG, an easily detachable suppressor, the M203 under barrel grenade launcher, and many others.";
    };
    };
    SIX Config Browser, 2010-2012, SIX Networks 
    

    So what changed? I changed the modes entry to only have Semi-Automatic (Single shots) by removing the Full Auto addition. Then i removed the full auto part later in the code. I also gave it its own class name (M4A1_C_DZ) where the C denotes 'civilian'.  I also changed its display name to M4A1 SAO which means Semi-Automatic Only

    Basically what this means is I just created a new weapon..a semi-automatic only M4A1..a civilian M4A1.

     

    I don't know about everyone else here, but in real life, I own more than a fair amount of firearms (I collect Military firearms). One of the guns I own is a M4A1. It is military spec, same gun the military uses, except that it is Semi-Automatic Only (SAO).

    Point is, you would be 10 times more likely to find a Semi-Automatic Only variant than a full auto one.

    I would LOVE to see a total rebalance of the weapon system towards more civilian weapons (There are already some like the Lee Enfield, Winchester, Etc).

    It would require some work though, but not all that difficult since basically you would be copying what is already there and removing a few key pieces to 'civilianize' certain weapons.

    I think a good list of potential civilian weapons would be..

    • M16A2
    • M4A1
    • AK-47 (AKM is its ingame name I believe)

    These could be added to the loot tables of residential and such, since they would be civilian weapons.

    The problem is..people might just rush for military all the same. The only way to make this work would be to turn down the lootchances (This is the part of the code that determines if loot spawns or not, check note at end for more) for military to show that it is harder to find military firearms. And of course the price of military weapons (Full autos) would go up on the traders.

    This would of course be an entire shift for Epoch and that is really the call of the Devs if they want to make that direction change. They have already made many directional changes away from standard Dayz, and in my opinion they are for the better.

     

     

    Note on Lootchance:

    Just wanted to share this so people knew what I mean.

    In the loot tables of Dayz (And thus Epoch) there is some info, two sets of chances (Shown as three/four digit values such as 0.01 which would be 1 percent).

    The first of these chances is LootChance. Let's say we are looking at a building, a residential say, that has 8 potential loot spots. The lootchance is run for EACH of these spots when conditions for loot spawning occur (There isn't loot currently there, someone is not too close or too far). Let us say (AS AN EXAMPLE) that the Lootchance for Residential (which is the class of the building we are looking at) is 0.5.

    That means there is a 50% chance PER LOOT PILE for it to spawn.

    IF that loot pile passes this Lootchance check and the game decides that the pile WILL SPAWN, then it goes to a second set of data.

    This second set is where all the specific stuff is stored (Like a specific weapon or tool or bag). Each of these have a percentage of their own and they are weighed against eachother (Versus out of 100%).

    Once the game's Random Number Generator decides on which item...it spawns it..unless..one thing.

    Within this second group of data are some..special things. These are called 'mini-loots'. IF the game decides that one of these spawn...then it goes to an ENTIRELY different list that includes these 'mini' items (Hunting knives for example).

    It will choose a certain number of items from these lists.

     

    Honestly the loot system is a bit complicated but I have done a lot of work with it in the past. Point is..adding stuff and playing with the numbers is a very delicate procedure. Due to how the percentages work (Weighed against eachother vs against a flat total) things can go weird fast.

     

    So yeh.

     

    All in all, would love to see more civilian weapons and less military weapons. Would make it feel..more realistic.

    Short of making our own civilian weapons, not a lot out there since ARMA2 is primarily a military-sim game.

     

    EDIT: Add yalls suggestions above.

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